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Brandy Collins

Module 1:Web Sites with Multimedia Artifacts - 5 views

8847_multimedia 8847_active_learning

started by Brandy Collins on 12 Dec 11
  • Brandy Collins
     
    My multimedia project will focus on training teachers on how to utilize gaggle in their classroom and how to involve their students in the learning process using this amazing learning tool that are offered within gaggle. Gaggle includes learning tools that are of interest to our younger learners and can make learning active and fun.

    Website 1: www.gaggle.net

    Jeff Peterson, Gaggle's founder, was a firm believer that email was a powerful tool for staying connected with friends and colleagues, and played an important role in the success of businesses. Because schools can be seen as a business, he felt the need to bring the power of communications to schools to actively engage and motivate the students. He knew that student safety was a primary concern for schools in allowing for the use of email, blogs, social networking and viewing of videos. So in 1998, he created a system that filters messages, blogs, social network posting and videos, and allows global control and access for teachers and administrators.
    Many people questioned how Jeff came up with the name "Gaggle." Gaggle is the name for a large group of geese and according to Jeff, "Our goal was to give teachers an easy way to watch over their gaggle of students, hence the name Gaggle." (The Gaggler, 2006)

    Gaggle offers a variety of learning tools that can be incorporated within the everyday classroom, which will allow the students to become actively involved in their learning. Gaggle offers popular tools for communication and collaboration, all within safe, filtered, and controlled environments. Gaggle's collection of tools include Digital Lockers, Message Boards, Chat Rooms, Blogs, Profile Pages, Homework Drop Boxes, Calendars, a Social Wall, Gaggle Tube, Zoho Docs and filtered texting.

    Jeff's vision of student-centric schools using the latest cutting-edge technology to inspire creativity in today's students remains the driving force in Gaggle's continuing story.
    Mayer stated that meaningful learning depends "on the cognitive activity of the learner during learning rather than on the learner's behavioral activity during the learning" (pg 1). This particular website is accomplishing learner-centered learning by, "using the technology to help human cognition" (Mayer 2009).

    Website 2: https://www.gaggle.net/training-videos/watchvideo.php?v=NTI2MDAyNjg3

    This video allows for my colleagues to see how they can use gaggle within their classroom. This shows the teachers how to set up their home page, digital lockers, message boards, chat rooms, blogs, homework drop boxes, calendars, a social wall, gaggle tube and zoho docs. After the teachers watch this tutorial they have more of an understanding at how much easier gaggle will make their job with less papers being physically handed to them. The teachers will see how active the learning environment will be when the teachers incorporate gaggle within their classroom and curriculum.

    Mayer mentioned "the design of multimedia technology to promote human cognition." (2009) Gaggle is an example of designing multimedia to promote active learning among our students. When our students become active learners in the classroom, they are able to apply that learning to their daily lives and see more relevance in the standard being learned which reduces the famous question, "Why do I need to know this OR How will I use this in my life?"

    Website 3: http://cybersmartcurriculum.org/

    This website includes a video which has students telling how much time they spend on the Internet daily. If my colleagues are able to hear, from actual students, how much time they spend using cutting-edge technology then they will be able to see that is the best way to reach the students sitting in our classroom. It also includes some information about the curriculum that is being offered within the site. This website is supported and part of Gaggle. This website also includes the resources that teachers will be able to navigate through and see how useful this can be within their classroom. As a teacher of the 21st century, we have to stop expecting our students to "check their technology at the door" but instead allow them to "incorporate it in the classroom."

    Mayer (2009) states that dual channels should be broken down into two distinct modes: verbal and visual. He also states that the human mind can only pay attention to a few things at one time which is known as limited capacity. This website gives curriculums that can be integrated into the teachers curriculum that doesn't overwhelm our learners with too much multimedia which would "cloud" their learning ability.

    References:

    Cybersmart. (n.d.). Retrieved December 8, 2011, from CyberSmart: www.cybersmartcurriculum.org.

    Gaggle (n.d.). Retrieved December 6, 2011, from Gaggle: www.gaggle.net.

    Gaggle. (n.d.). Retrieved December 6, 2011, from Gaggle:
    https://www.gaggle.net/training-videos/watchvideo.php?v=NTI2MDAyNjg3.

    Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge, MA: Cambridge University Press.

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